[demo] SNES Sonic

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Tue Sep 15, 2020 6:47 am

Bregalad wrote:
Tue Sep 15, 2020 2:06 am
Wow, now imagine this having been released right after that infamous "Nintendon't" ad campaign :)
Both Nintendo and Sega would try to sue the unlicenced developer and unlicenced publisher.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

odelot
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Re: [demo] SNES Sonic

Post by odelot » Wed Sep 16, 2020 7:38 am

FrenchyToasty wrote:
Sun Sep 13, 2020 4:12 pm
Amazing work with the sound effects, some slowdowns when there is much happening but this is still blowing my mind!

I had to do it

https://drive.google.com/file/d/1pZeCiQ ... sp=sharing
nice cover! :lol: and great demo TiagoSC

I've tested in bsnes and got some slowdowns but then I've tested on real hardware (this version works flawless) and it was much better than on the emulator.

SLO
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Re: [demo] SNES Sonic

Post by SLO » Wed Sep 16, 2020 10:00 am

So I know I probably shouldn't be using the emulator I used in the first place, but: I tried playing your demo with ZSNES, and in addition to this game crash due to the 1UP sound that Strat also reported:
strat wrote:
Sun Sep 13, 2020 8:42 pm
On Geiger SNES9x 1.43 the 1-up sound crashes here.
...I also noticed, at least with ZSNES, how the SPC700 channels keep getting cut off when trying to normally play the music unless you have the other sound effects playing and overlapping with said channels. I'm not sure how fixable this would be for use with "poor" emulators like this (I used ZSNES because I doubt the computer I currently have could handle stuff like bsnes), but it was something I immediately noticed regardless.

UPDATE: I tried Snes9x 1.60 (64-bit) and it worked much better (in terms of accuracy; on my current computer it seemed to have frame drop issues and the button presses weren't as responsive as I'd like compared to ZSNES). The 1UP jingle doesn't crash the game, but it does play a bit faster than usual and I don't know if that was intentional or not.

strat
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Re: [demo] SNES Sonic

Post by strat » Wed Sep 16, 2020 1:57 pm

Of course if the game works correctly on hardware any odd behavior on an emulator is the emulator's problem, so at least we can let people know that's the issue if it comes up.

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LightStruk
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Re: [demo] SNES Sonic

Post by LightStruk » Fri Sep 18, 2020 11:41 am

Regarding Sonic's music - a nearly 100% identical rendition is possible with the SPC700. Just listen to this SPC700 rendition of Chemical Plant Zone. No additional CPU load, just need to sample the FM instruments and put them into a SPC700 tracker.

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Re: [demo] SNES Sonic

Post by Maxwelthuthu » Fri Sep 18, 2020 11:57 am

SLO wrote:
Wed Sep 16, 2020 10:00 am
So I know I probably shouldn't be using the emulator I used in the first place, but: I tried playing your demo with ZSNES, and in addition to this game crash due to the 1UP sound that Strat also reported:
strat wrote:
Sun Sep 13, 2020 8:42 pm
On Geiger SNES9x 1.43 the 1-up sound crashes here.
...I also noticed, at least with ZSNES, how the SPC700 channels keep getting cut off when trying to normally play the music unless you have the other sound effects playing and overlapping with said channels. I'm not sure how fixable this would be for use with "poor" emulators like this (I used ZSNES because I doubt the computer I currently have could handle stuff like bsnes), but it was something I immediately noticed regardless.

UPDATE: I tried Snes9x 1.60 (64-bit) and it worked much better (in terms of accuracy; on my current computer it seemed to have frame drop issues and the button presses weren't as responsive as I'd like compared to ZSNES). The 1UP jingle doesn't crash the game, but it does play a bit faster than usual and I don't know if that was intentional or not.
Don't use ZSNES at all. It's super outdated.

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Fri Sep 18, 2020 12:33 pm

Maxwelthuthu wrote:
Fri Sep 18, 2020 11:57 am
Don't use ZSNES at all. It's super outdated.
Same with SNES9x and No$SNS.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

tepples
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Re: [demo] SNES Sonic

Post by tepples » Fri Sep 18, 2020 1:02 pm

On a sufficiently fast PC, I'll agree: stick with bsnes-plus or Mesen-S for debugging. On one entry-level compact laptop I've owned, however, NO$SNS and ZSNES were the only debuggers that ran at full speed.

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Re: [demo] SNES Sonic

Post by creaothceann » Mon Sep 21, 2020 3:36 am

My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10

bklD
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Re: [demo] SNES Sonic

Post by bklD » Fri Oct 02, 2020 11:15 am

Really impressive project. Respect! :D

bd90492
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Re: [demo] SNES Sonic

Post by bd90492 » Fri Oct 16, 2020 1:08 pm

Can you make the sprites title ground a llitle bit small to make it look like the genesis resolution? Or you can make it look like the snes 512×448 resolution

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Sat Oct 17, 2020 11:25 am

bd90492 wrote:
Fri Oct 16, 2020 1:08 pm
Can you make the sprites title ground a llitle bit small to make it look like the genesis resolution? Or you can make it look like the snes 512×448 resolution
512x448 is only accessible in SNES modes 5 and 6. Mode 6 has only 1 layer, and mode 5's 2nd layer is 2BPP, so the resolution might not be worth it.

Also, it doesn't affect the sprites' horizontal resolution at all, either.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

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Re: [demo] SNES Sonic

Post by lidnariq » Sat Oct 17, 2020 11:55 am

Nikku4211 wrote:
Sat Oct 17, 2020 11:25 am
512x448 is only accessible in SNES modes 5 and 6.
Pseudo-HiRes works in modes 0-4. The pertinent difference is that in modes 5 and 6, a single nametable entry produces a 16x8 (or 16x16) tile, while in modes 0-4, two nametable entries can be woven into a 16x8 (or 32x16) pixel tile. In terms of bandwidth, they're similarly limited, but the nametable layout of the former is more useful.

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Señor Ventura
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Re: [demo] SNES Sonic

Post by Señor Ventura » Sat Oct 17, 2020 3:45 pm

Nikku4211 wrote:
Sat Oct 17, 2020 11:25 am
bd90492 wrote:
Fri Oct 16, 2020 1:08 pm
Can you make the sprites title ground a llitle bit small to make it look like the genesis resolution? Or you can make it look like the snes 512×448 resolution
512x448 is only accessible in SNES modes 5 and 6. Mode 6 has only 1 layer, and mode 5's 2nd layer is 2BPP, so the resolution might not be worth it.

Also, it doesn't affect the sprites' horizontal resolution at all, either.
In mode 5 you have the same color depth with two planes than megadrive (4BPP and 2BPP).

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Sat Oct 17, 2020 10:37 pm

Señor Ventura wrote:
Sat Oct 17, 2020 3:45 pm
In mode 5 you have the same color depth with two planes than megadrive (4BPP and 2BPP).
Mega Drive uses 2BPP graphics too?
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

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